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https://github.com/izzy2lost/UnrealEngineUWP.git
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cb79a7b739e8a69a6cbca287cda4aebedd48aaff
93 Commits
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a792bc3ab5 |
#jira FROST-1436
Interim BlueprintGeneratedClass::IsAsset change: All code that is enumerating unfiltered assets in a package/outer needs to handle multiple assets, or if it can't, needs to call ShouldSkipAsset or IsUAsset to skip over the non-UAsset assets. Move UE::AssetRegistry::FFiltering into CoreUObject to make it accessible to FindAssetInPackage. #rb Dave.Belanger #rnx [CL 15766334 by Matt Peters in ue5-main branch] |
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d2368b5d98 |
Consolidating icons.
Moved property editing icons to the generic icon set. [CL 14753068 by Matt Kuhlenschmidt in ue5-main branch] |
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aed44ee4e6 |
Unify lock icons
[CL 14634675 by Matt Kuhlenschmidt in ue5-main branch] |
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4c1bb11c29 |
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes #skipundocheck [CL 14551026 by Marc Audy in ue5-main branch] |
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48113fc77e |
Adding EditorFramework to build.cs files
#rnx #Jira UE-96448 #rb chris.gagnon [CL 14114839 by brooke hubert in ue5-main branch] |
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a7c9001a94 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb #rnx [CL 14075271 by Marc Audy in ue5-main branch] |
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a470770796 |
Remove deprecated asset editor manager.
#Jira none #rb lauren.barnes [CL 13816532 by brooke hubert in ue5-main branch] |
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4511728f09 |
Tab manager filter can now block tab spawn
#rb chris.gagnon #ROBOMERGE-OWNER: rex.hill #ROBOMERGE-AUTHOR: rex.hill #ROBOMERGE-SOURCE: CL 11604269 via CL 11604360 via CL 11604439 #ROBOMERGE-BOT: (v656-11643781) [CL 11743509 by rex hill in Main branch] |
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471d972e62 |
Updating copyright for Engine Developer.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902 #ROBOMERGE-BOT: (v613-10869866) [CL 10870584 by ryan durand in Main branch] |
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dbcf07a558 |
Use new inline versions of substring functions
Fix up nearby cases where ESearchCase::CaseSensitive should have been used #jira #rnx #rb #ROBOMERGE-OWNER: marc.audy #ROBOMERGE-AUTHOR: marc.audy #ROBOMERGE-SOURCE: CL 10309793 via CL 10309818 #ROBOMERGE-BOT: (v593-10286020) [CL 10309932 by marc audy in Main branch] |
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e1a182475b |
PR #6098: Fix editor crash when accepting local revision during merge (Contributed by ccarvalheiro)
#rb Dan.OConnor [CL 9116862 by Dan Oconnor in Dev-Framework branch] |
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2e87118a18 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none [CL 8614014 by Chris Gagnon in Main branch] |
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9396844ccc |
Reorg Blueprint data to pack better and not have editor only concepts in non-editor builds
UBlueprint OnChangedEvent and OnCompiledEvent are now editor only events. #rb [CL 7290435 by Marc Audy in Dev-Framework branch] |
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051491cc4f |
#jira UE-73199 Add support for blueprint subclass-specific diffing, by moving the diff results logic into Engine and adding overrides
Implement diffing for Widget tree default values
Refactored SBlueprintDiff significantly to avoid code duplication and add comments
Change DiffUtils to not recurse into instanced objects unless they are EditInlineNew and not a component
#codereview dan.oconnor
#rb none
[CL
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37dc689836 |
#jira UE-73228 My Blueprint and Graphs are no longer tabs and are separate top level entries in differ, this is in preparation for showing blueprint variables changes
#jira UE63967 Fix blueprint diff to correctly generate My Blueprint data for remote blueprints Several other layout changes, including moving the diff labels to the header section #rb None [CL 6153329 by Ben Zeigler in Dev-Framework branch] |
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fcb7011543 |
#jira UE-23260 Fix it so all methods of loading a package for diffing pass the correct load flag
#rb none [CL 6142571 by Ben Zeigler in Dev-Framework branch] |
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a7b5f655dc |
#jira UE-21517 Fix reverse of add/removed pin display on graph diffs, and updated variable names to avoid this in the future as Pin1 was not very descriptive
#jira UE-48826 Fix graph differ to always use a relative path instead of the raw name, fixes several issues with anim BP diffing #codereview dan.oconnor #rb None [CL 6037475 by Ben Zeigler in Dev-Framework branch] |
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8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
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608734e30d |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb #rnx [CL 4666113 by Marc Audy in Dev-Framework branch] |
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46e3285149 |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4543237 by Matt Kuhlenschmidt in Dev-Editor branch] |
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b502d0419a |
Added logging to Blueprint merge operation
#jira UE-58891 #rb Phillip.Kavan #ROBOMERGE-SOURCE: CL 4426071 in //UE4/Release-4.21/... #ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21) [CL 4426072 by dan oconnor in Staging-4.21 branch] |
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b315507aff |
#jira UE-60794 Fix it so Accept Target in merge tool does not crash the editor. The ReloadBlueprint call was nulling out references so we need to close any active editors before doing it
I am not sure that the merge will work, but at least it won't crash #rb dan.oconnor #ROBOMERGE-SOURCE: CL 4148195 in //UE4/Release-4.20/... #ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20) #ROBOMERGE-AUTHOR: ben.zeigler [CL 4150451 by ben zeigler in Staging-4.20 branch] |
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7ce4c05fda |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change |
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19f8663b5a |
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |